oscar clark, unity

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Page 1: Oscar Clark, Unity
Page 2: Oscar Clark, Unity

THE PLAYER LIFECYCLE

Page 3: Oscar Clark, Unity

GEODEMOGRAPHICS

Who is playing and how this affects their behaviour?

http://mappinglondon.co.uk/wp-content/uploads/2014/10/loac.png

Page 4: Oscar Clark, Unity

BEHAVIOURAL

What Do Players Actually Do?

The Simpsons

Page 5: Oscar Clark, Unity

OPERATIONAL DATA• Up-Time is as important as monetisation• Why Rate of change is different from

absolute numbers

OPERATIONAL DATA

What’s Happening To The Platform?

Page 6: Oscar Clark, Unity

FUNNEL ANALYSIS

Can We Maximise Conversion/Minimise Churn?

Page 7: Oscar Clark, Unity

CUSTOM EVENTS

How Can We Capture Meaningful Data?

Page 8: Oscar Clark, Unity

CUSTOM SEGMENTS

How Can We Compare Relevant Experiences?

Page 9: Oscar Clark, Unity

HEATMAPS

Where in the Game Do Events Happen?

Page 10: Oscar Clark, Unity

MISSING DATA

What Can’t We Capture?

Page 11: Oscar Clark, Unity

THE ARM FUNNELAcquisition

Retention

Monetization

VIRALITY

Page 12: Oscar Clark, Unity

THE SERVICE FUNNEL

Discovery• Source A• Source B

Learning• Cohort A• Cohort B Engaging

• Cohort A• Cohort B

Converting• Cohort A• Cohort B

Repeat

VIRALITY

SOCIAL CAPITAL

Page 13: Oscar Clark, Unity

THE PLAYER LIFECYCLED

ISCO

VERY

LEAR

NIN

G

STAG

EEN

GAG

ING

ST

AGE

POTE

NTI

AL T

OSU

PER-

ENG

AGE

REEN

GAG

EMEN

T ST

AGE

CHU

RNIN

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STAG

E

Page 14: Oscar Clark, Unity

DISCOVERY STAGEAre we converting players to download?

• Attribution• Source/Platform/Time• % Conversion To Download• % Ever Launch Game• Time From Launch To Play

Page 15: Oscar Clark, Unity

THE PLAYER LIFECYCLED

ISCO

VERY

LEAR

NIN

G

STAG

EEN

GAG

ING

ST

AGE

POTE

NTI

AL T

OSU

PER-

ENG

AGE

REEN

GAG

EMEN

T ST

AGE

CHU

RNIN

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STAG

E

Page 16: Oscar Clark, Unity

LEARNING STAGEDo players understand how to play?

• Day 2 Retention• Frequency & Duration of Sessions • % Who Initiate Level 2• % Who Watch Video Ads• Last Position Played

Page 17: Oscar Clark, Unity

THE PLAYER LIFECYCLED

ISCO

VERY

LEAR

NIN

G

STAG

EEN

GAG

ING

ST

AGE

POTE

NTI

AL T

OSU

PER-

ENG

AGE

REEN

GAG

EMEN

T ST

AGE

CHU

RNIN

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STAG

E

Page 18: Oscar Clark, Unity

ENGAGING STAGEAre players ready to Pay?

• Day 7 Retention• % Conversion To Pay• Frequency of Watching Video Ads• Deviation from Ave Success/Failure Ratio• First Conversion Point to Ad View or IAP

Page 19: Oscar Clark, Unity

THE PLAYER LIFECYCLED

ISCO

VERY

LEAR

NIN

G

STAG

EEN

GAG

ING

ST

AGE

POTE

NTI

AL T

OSU

PER-

ENG

AGE

REEN

GAG

EMEN

T ST

AGE

CHU

RNIN

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STAG

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Page 20: Oscar Clark, Unity

SUPER-ENGAGE?Are Players Ready To Get Serious?

• Day 15 Retention• % of Repeat IAP Purchase• Frequency & Changes in Types of

Purchase• Rate of Change Watching Video Ads• Level of Social Communication

Page 21: Oscar Clark, Unity

THE PLAYER LIFECYCLED

ISCO

VERY

LEAR

NIN

G

STAG

EEN

GAG

ING

ST

AGE

POTE

NTI

AL T

OSU

PER-

ENG

AGE

REEN

GAG

EMEN

T ST

AGE

CHU

RNIN

G

STAG

E

Page 22: Oscar Clark, Unity

REENGAGEMENT STAGEAre Players Ready To Churn?

• Change in Behaviour After Updates• Rate of Change in Purchase/Video Ad

Views• Rate of Change in Social Communication• Change in Ave Success/Failure Ratio• Rate of Change in Frequency of Sessions

Page 23: Oscar Clark, Unity

THE PLAYER LIFECYCLED

ISCO

VERY

LEAR

NIN

G

STAG

EEN

GAG

ING

ST

AGE

POTE

NTI

AL T

OSU

PER-

ENG

AGE

REEN

GAG

EMEN

T ST

AGE

CHU

RNIN

G

STAG

E

Page 24: Oscar Clark, Unity

CHURNING STAGEAre Players At The End of Their Lifecycle?

• Reduced Session Length• Increase Time Between Sessions• No Response to New Updates• Player Suddenly Stops Returning

Page 25: Oscar Clark, Unity

USER FLOW ANALYSIS

Page 26: Oscar Clark, Unity

Event Data Points Captured

GameMenuLaunch: AnonPlayerID; TimeIconLaunched

SessionLaunch:  

TimeSessionLaunched; AnonPlayerID(s); SessionID;LevelIDSelected; OptionSelected

SessionStart: TimeSessionStarted; AnonPlayerID; SessionID;

ObjectiveSet TimeObjectiveSet; AnonPlayerID; SessionID; ObjectiveID;

EXAMPLE CUSTOM EVENTS

Page 27: Oscar Clark, Unity

Event Data Points Captured

ObjectiveMet: TimeObjectiveMet; AnonPlayerID; SessionID; ObjectiveID; Score; Reward; XYZLocation

TargetHit: TimeTargetHit; AttackerID(AnonPlayerID?);SessionID; TargetID(AnonPlayerID?); Damage,XYZLocation

PlayerDeath: TimePlayerDeath; AnonPlayerID; SessionID; XYZLocation

LevelComplete: AnonPlayerID; SessionID; ObjectiveID; Score; Reward; XYZLocation

Page 28: Oscar Clark, Unity

THE SERVICE FUNNEL

Discovery• Source A• Source B

Learning• Cohort A• Cohort B Engaging

• Cohort A• Cohort B

Converting• Cohort A• Cohort B

Repeat

VIRALITY

SOCIAL CAPITAL